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A jam submission

SubMergedView game page

Submitted by Taylor Merrill, Nivryz, SledDogGames, Vanvanderson, Maultaschenprinz, KLE — 2 minutes, 31 seconds before the deadline
Rated by 7 people so far
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SubMerged's itch.io page

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How does the game fit the theme?
You complete repair tasks for a ship you think is guiding you to safety, but the story reveals the truth behind who you're really helping.

What code and assets did you not make from scratch during the jam (if any)?
Door sfx, E button prompt.

How many people worked on the game?
8

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Comments

Submitted

Really awesome game! I love the aspect of the submarine descending into chaos slowly becoming an alien ship which is awesome! I think the minigames does need a bit of tutorialisation since some of them are obvious but some of them are less obvious especially in the alien form. I think the game does need more direction into the main quest to guide the player more since not everything seems to be obvious. The art in this game is immaculate and the sound effects and ambience really sells the whole atmosphere well! Overall, this was a very interesting and fun one! Great work!!

Submitted

Awesome game experience, I like the slow changing to what I assume is the ship health ui in the top left, along with the wording. The mini-games were quite enjoyable to do, even if they did take a bit of learning (mainly the o2 dial one).

I got stuck when it came to the main quest, I for the longest time had no idea where room 2 was, after finding it I got stuck trying to find oil for the door that would lead into the third section of the 'ship'.

Submitted

Great atmosphere, but struggling with core UX and control choices.

With a team of 8 people, there's a solid foundation here, but the game currently fights the player more than it engages them. Here are a few major pain points that broke the experience:

  • Confusing Control Scheme: Moving with the mouse (Point-and-Click) while having to press"E"on the keyboard to interact creates an awkward disconnect. Usually, it's either full WASD + E or pure mouse controls. Mixing them feels unintuitive.
  • UX Friction: When interacting with terminals, closing a UI window forces you to physically walk away and re-approach the terminal just to open it again. A smoother "press to toggle/exit" or direct interaction loop would help a lot.
  • Camera Bugs & Direction: Right at the start, interacting with certain terminals completely breaks the camera, zooming it out into an empty black void. Combined with a large open layout and zero initial direction, it's very easy to get lost or trigger a bug loop.
  • What should I do, where to go? Finding a broken terminal feels completely random. Sometimes it is shown immediately, sometimes I have spent good time walking around with no clear purpose or clue or path. And only interacted with door, terminal that said "operational", items you can pickup with no idea why (and where are they stored? how to review a list of all items you picked up?).
  • Unclear Task Feedback and what is next? : The minigame itself lacks clear feedback (it looks like a timing puzzle, but requires mouse clicks with not enough response on success + it say letters on the screen as if you should click letters, but actually you should click mouse?), and once fixed, there are no indicators pointing to what's next (instructions appeared only once from several tries), leading to blind wandering across the submarine
  • UI Issues: The E button message has inconsisten size (sometimes it very tiny, but in other places it is pretty huge). And the button can be half through the ship wall.

The premise on the game page (repairing a ship with a hidden narrative twist) sounds genuinely intriguing, but the execution currently hides it behind control friction and navigation issues. With a few quality-of-life fixes for onboarding and UI, it could feel much more cohesive!

Submitted

Submitted

Developer(+1)

Thank you so much for giving such thorough feedback, it's genuinely appreciated! Those are all incredibly valid points, and I've added many of them to our task board to address. I'm surprised to hear about the camera bug as we've tested in on several different hardware setups and didn't have any issues, I'll definitely look into it though. Unfortunately, our most recent build broke the minigame tutorial popups which I suspect may have helped with unclear expectations/lack of guidance. We're still working on getting the bugs ironed out in our objectives system, and I'll be sure to keep your feedback in mind as we work on getting it closer to what we intended.

If you'd be willing, I'd love to have you play our next build to see if that improves the user experience.

Submitted

Sure, just ping me and I'm happy to retest the game :) 
Glad the feedback was helpful.

P.S. The camera bug appeared very accidentally. First run I didnt face any, or maybe I just didnt click that wrong terminal, idk

Submitted

The eerie atmosphere is really captivating!

Submitted

This game looks really cool. I love how it slowly changes as you progress. The sounds and art work really well together to make a fun game.

The minigames were decent. Though I hate the dials one with a passion. The connection minigame I failed first time as I moved my mouse too fast and it went over the wrong area, but didn’t fail it the next times!

I got stuck with the missions talking about area locations, I do not know which area is which so I just blindly had to check doors. Then I got stuck trying to find oil.

Really well made game. Great job!

Developer (1 edit) (+1)

Thank you so much for your feedback! I had a feeling that we'd need to make the doors for the objectives more distinct- I actually had "Need to draw attention to the objective doors" as one of my tasks to work on next. The objectives are the newest element of the game so I was mostly focused on technical implementation (it's clear that I'm not a designer, haha). We'd love to hear any suggestions you have on what would have helped you know which door to go to. I'll also make sure our level designer puts the objective items in more sensical places than the randoms ones I put there for testing.

(I feel you on the dials minigame! I love it conceptually but I always just let that system get damaged lmao)

Submitted

I have no idea how to play this